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International Journal of Scientific and Research Publications, Volume 6, Issue 10, October 2016 5

ISSN 2250-3153

Engaging Students through Board Games: Measuring Its

Effectiveness on Academic Performance
Jonny S. Viray*
Masantol High School, DepEd Pampanga, Philippines

Abstract- Students’ academic performance has various performance (Coyne, Simmons, &Kame’enui, 2004; Stahl &
predictors. It is affected by so many factors. As the Department Nagy, 2006). Moreover, Beck and McKeown (2002) stated that a
of Education aims to develop citizens who are holistically person’s vocabularylevel is viewed as a means of opening or
developed, which in a point is reflected by their academic closing access to information and helps define the success of the
performance. This study aimed to determine the effectiveness of students in his academics. It only depicts that those who have
engaging student through board games on their academic limited vocabularies will have difficulties in improving their
performance. The research used a quasi-experimental approach. academic performance.
There were 44 students on the control group and 43 students on
the experimental group. The total population of the two groups Based on the result of students’ assessment in Masantol
was used to be part of the study. Data were collected and treated High School, there is a need to improve students’ vocabulary
using mean and t-test to determine the difference on the bank. This issueof having limitedvocabularies is alarming.
academic performance of the two groups. Results revealed that According to Biemiller (2004), there is little opportunity for
the experimental group who was exposed to the board games these students to close the vocabularygap unless the schools
have higher academic performance as reflected in their mean. provide useful vocabulary instruction.
Moreover, it is also evident in the findings that there is a
significant difference in the academic performance of the control According to MacKenty (2006), gaming activities tend
and experimental group. The study recommends to engage to show learning benefits because of the activelearning
students in board games as part of improving their vocabulary components that are present in each game. The findings was
bank to increase their academic performance, while considering seconded bySchrand(2008). Games thatbring out higher order
that the vocabulary must be words that they will encounter in thinking skills are becoming more popular, although more
their future lessons. researchand scientific assessment is necessary to measure their
overall effectiveness.
Index Terms- vocabulary bank, academic performance, board
game,effectiveness. It is well-known that students really enjoy games or
activities beyond the normal classroom interaction. Gee (2003)
encapsulated that good learning is also being reflected through
I. INTRODUCTION games.Johnson (2006) praises games for their ability to help us
"find order and meaning in the world and make decisions that
A great number of research shows that the academic
performance of students can be improved through
innovative teaching strategies and other kinds of innovation
create order." Additionally, Squire and Jenkins (2003) also
promote games for good learning because they "encourage
(Adunola, 2011; Ayeni, 2011). collaboration among players and thus provide a context for peer-
to-peer teaching and for the emergence of learning
One of the main targets of the education system is to communities." On the other hand, Okan (2003), using games
make sure that the students’ will learn their competencies may have negative effect as he stated that “meaningful learning
prescribed in the curriculum guide. However, it cannot be denied may sometimesbe difficult and requires cognitive and emotional
that there are students who are having difficulties in learning effort… especially in the light of the fact thatpost-secondary
these competencies as reflected in their grade point average or education is not usually a fun undertaking.” Students depend now
academic performance. on the innovative teaching strategies of the teacher, which is the
used of board games.
The number of vocabularies a student knows will have
an impact on his academic performance. As students have limited It is in this light that the researcher decided to conduct a
vocabularies, comprehension is being at risk. Individuals who study on the effectiveness of engaging students through board
have problems or limited vocabularies have weak language skills games on the academic performance of Grade 8 Students.
which often lead to limited education that a student may acquire.
Numerous studies have long pointed out that there is a
relationship between vocabulary bank and students’ academic The study is anchored in the theory of Lev Vygotsky. In
his theory, he cited that cognitive development posits that
International Journal of Scientific and Research Publications, Volume 6, Issue 10, October 2016 6
ISSN 2250-3153

information from the external world is transformed and Table 1.Respondents of the Study
internalized through language. Children at play are making sense
of the world through a process of "inner speech" - that is, they Control Group Experimental Group
are often talking out loud to themselves (Child Development Male Female Tot Male Female Total
Media, 2015). al
21 20 41 19 21 40
Vygotsky assumes cognitive development varies across ACADEMIC ACADEMIC
cultures, whereas Piaget states cognitive development is mostly PERFORMANCE PERFORMANCE
universal across cultures. 75% to 78% 75% to 78%

The study is delimited on Measuring the Effectiveness As shown in Table 1, students are well distributed to
of Engaging Students through Board Games on their Academic have fairness in the result of the study.
Statement of the Problem
Specifically, the researcher sought to answer the The researcher exposed the experimental group through
following questions: board games such as magic square and crosswords. After the
1.What is the academic performance of the control and exposure, the effectiveness of the board games would be
experimental group as reflected in their pretest? measured. In terms of assessment, the standardized test was used
2. What is the academic performance of the control and in this study.
experimental group as reflected in their posttest?
3. Is there significant difference between the academic Data Analysis
performance of the control and experimental group?
4. Based on the findings, what may be suggested? The data gathered through the test were classified,
organized, tallied and tabulated. These were treated with the use
Hypothesis of frequency distribution and mean. The data to answer specific
problems were treated as follows:
There is no significant difference between the academic For the result of the academic performance, the raw
performance of the control and experimental group. score and the mean were collected, and to measure the difference
between the academic performance of the control and
II. METHODOLOGY experimental group, t-test was applied with 0.05 level of
The researcher used the quasi-experimental approach in
which experimental group and control group would be part of the III. RESULTS AND DISCUSSION
study. The control group was exposed to normal classroom
interaction, while the experimental group would be exposed to The researcher utilized the quasi-experimental type of
board games while learning. The experimental group was research using experimental and control group with the same
exposed in board games throughout one grading period to make level of academic performance to make sure that the result of the
sure that there would be enough and adequate for the exposure to research would be valid and reliable.
the board games.
Result of Pretest
Consensus is elusive when it comes to figuring out
exactly what it takes to improve our nation’s public schools. Table 2.Pretest
When the quest is to ensure that our children achieve Group Mean
academically, there just aren’t many certainties. Except one: The Control 11.93
quality of teaching matters (Partee, 2012), which is reflected by Experimental 12.03
the strategies that the teachers use. In this study, the used of t Stat -0.388191801
board games to increase the students’ academic performance is t Critical 1.992543495
the innovative strategy of the researcher.
Findings revealed that on the administration of pretest,
Respondents the control group garnered a mean of 11.93, while the
experimental group has mean of 12.03. Basing on the result,
The researchers collected the school records of the there is a difference of .10 on their mean. Using the t-test, it
students and consolidated their grades and group the students showed that there is no significant difference between their
heterogeneously to make sure that all sections are equally pretest, which made the two groups qualified for the quasi-
divided. experimental research.
As part of the study, the researchers used control and
experimental group. The students in the control group and Result of Posttest
experimental group are reflected in Table 1.
International Journal of Scientific and Research Publications, Volume 6, Issue 10, October 2016 7
ISSN 2250-3153

4. Words to be presented must come from their future

Table 3. Posttest lessons to make sure that the students will encounter the words.
Group Mean
Control 22.13 5. Further research for this study should be conducted.
Experimental 35.30
t Stat -13.22265779 REFERENCES
t Critical 1.992997126 [1] Adunola, O. (2011),“The Impact of Teachers’ Teaching Methods on the
Academic Performance of Primary School Pupils in Ijebu-Ode Local cut
Area of Ogun State,” Ego Booster Books, Ogun State, Nigeria
It is glaring from the table that in terms of mean, control [2] Ayeni, A.J. (2011), “Teachers professional development and quality
group has a mean of 22.13, while the experimental group assurance in Nigerian Secondary Schools,” World Journal of Education,
garnered a mean of 35.20. Considering the gap on their mean, it 1(2):143-149.
shows that the experimental group has a higher academic [3] Beck, I. L., McKeown, M. G., & Kucan, L. (2002). Bringing Words to Life.
performance as reflected in their posttest. Additionally, using the New York: The Guilford Press.
t-test, it shows that there is a significant difference between the [4] Biemiller, A. (2004). Teaching Vocabulary in the Primary Grades. In
Baumann, J. F., & Kame’enui, E. J. Vocabulary Instruction: Research to
academic performance of the control and experimental group. Practice. New York.
Table 3 reflects that t Crtical (1.992997126) is lower than the t- [5] Child Development Media (2015). Play: A Vygotskian Approach.
stat (-13.22265779). Additionally, it only shows that engaging [6] Coyne, M. D., Simmons, D. C., & Kame’enui, E. J. (2004). Vocabulary
students through the use of Board Games has positive effects on Instruction for Young Children At-Risk of Experiencing Reading
the academic performance of students. Difficulties. In Baumann, J. F., & Kame’enui, E. J. Vocabulary Instruction:
Research to Practice. New York: Guildford Press.
[7] Gee, J. (2003). What video games have to teach us about learning and
Conclusions and Recommendations literacy. New York: Palgrave Macmillan.
[8] Johnson, S. (2006). Everything bad is good for you: How today's culture is
The study used a quasi-experimental approach with actually making us smarter. New York: Riverhead Books.
control and experimental group to measure the effectiveness of [9] MacKenty, B. (2006). All Play and No Work. School Library Journal, 52,
engaging students through board games on their academic 46-48. Summary: MacKenty explores COTS (commercial, off the shelf)
performance. Findings reveal that after the engagement in board games and their effectiveness in the classroom. He presents several
guidelines to look for when seeking out well designed COTS games.
games, the academic performance of the experimental group is
[10] Okan, Z. (2003). Edutainment: is learning at risk?. British Journal of
higher compare with control group. Educational Technology, 34, 255-264. Summary: Edutainment is presented
as a potentially problematic way of looking at educational materials being
Moreover, using t-test, it further shows that there is a presented as entertainment. This article questions whether or not education
needs to always be “fun” and how that may even prove to be a
significant difference between the academic performance of the negativething if students begin to assume that studying and hard work
control and experimental group. It further shows that engaging outside the classroom is not necessary
students through board games has a positive effect on their [11] Partee, Glenda L.(2012).Using Multiple Evaluation Measures to Improve
academic performance. Teacher Effectiveness.Retrieved from
Based on the findings, the following recommendations [12] Schrand, T. (2008). Tapping into Active Intelligences with Interactive
Multimedia: A Lowthreshold Classroom Approach. Collegiate Teaching,
are formulated: 56, 78-84. Summary: Schrand encourages educators to go beyond
PowerPoint presentations and incorporate interactive multimedia activities
1. Board games can be used as tool to improve the in the classroom. He explains how simplistic it can be to create reusable
templates to accomplish this and he provides examples as to how he has
academic performance of students through increasing their specifically experimented with this in his teachings
vocabulary bank. [13] Squire, K. and Jenkins, H. (2003). Harnessing the power of games in
education. Insight, volume 3: 5-30
2. Teachers should find more ways to improve students’ [14] Stahl, S. A., & Nagy, W. E. (2006). Teaching Word Meanings. Mahwah,
academic performance through various innovative strategies. NJ: Erlbaum Associates.

3. School administrators should invest in assisting teachers AUTHORS

to produce aids or innovation that will improve students’ First Author – Jonny S. Viray, Master of Arts major in
academic performance. Educational Management, Masantol High School, DepEd
Pampanga, Philippines,